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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 09:51:38 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 09:51:38 +0100 |
| commit | c23f3b9030a508212ffe22d9fa88b7484721174a (patch) | |
| tree | 2d1798b9b5e3190ca27274bb0997241c2a7d5f59 /src/tests | |
| parent | b2bd45885a77e8936ab1d2c2ed30a238d9f073a6 (diff) | |
Revert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"
This reverts commit b2bd45885a77e8936ab1d2c2ed30a238d9f073a6.
Diffstat (limited to 'src/tests')
| -rw-r--r-- | src/tests/test_mesh.cc | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/src/tests/test_mesh.cc b/src/tests/test_mesh.cc index 75b45ac..f29ec27 100644 --- a/src/tests/test_mesh.cc +++ b/src/tests/test_mesh.cc @@ -284,8 +284,7 @@ int main(int argc, char** argv) { // --- Create Scene --- Object3D floor(ObjectType::PLANE); - floor.position = vec3(0, 0, 0); // Floor at ground level - floor.scale = vec3(1.0f, 1.0f, 1.0f); // Uniform scale (planes are infinite anyway) + floor.scale = vec3(20.0f, 0.01f, 20.0f); // Very thin floor proxy floor.color = vec4(0.5f, 0.5f, 0.5f, 1.0f); g_scene.add_object(floor); |
